The Age of Discovery (Known by some as the 1st Age) A More Detailed History of the Aes Sedai

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The Age of Discovery (Known by some as the 1 st Age) In the 1820 th year of the Age of Discovery, a man named Tamrylin discovers the True source and begins teaching some others. At first, there is a great deal of prejudice against him and his followers (who claim the power is from the creator). They are driven from place to place until they finally establish an Academy of Power several years later (at that time, the use of the Power for fighting is considered to be against the will of the Creator). As the technology in the world grows, the prejudice decreases, though the power is primarily used for healing and teaching. About 1954, a scientist named Jeorom develops a theory called "The Numbers of Chaos". When a young channeler named Aleshandre hears this theory, he and his wife Natlie visit Jeorom and the three of them develop the first Portal Stone. By the 1980 th year, other technology has developed to include computers and cellular phones. In the middle of the 1990s, the first Ter'angreal is created. It's not until late in 2005 that the Standing Flows are set in place, allowing technology to be powered by Ter'angreal. Traveling is discovered around the same time, allowing the Aes Sedai to travel more quickly than ever. Late in 2008, the Ogier are found, followed 3 years later by the creation of the Nym. It is in Age of Discovery year 2008 that a Ter'angreal called Ma'purvane Valere is created in an attempt to sway the fight against the rising prejudice against the Aes Sedai and their non-channeling followers called Dai'shain Aiel. Half of the world begins actively trying to kill the followers of the Way of the Leaf, while a mere 1/3 fights in their behalf (since they won't fight). During the final battle, Ma'purvane Valere is sounded, and the 100 most valiant who fell in the battle rise and turn the battle for the Followers of the Dragon Banner. The end of this battle marks the end of the Age of Discovery and the beginning of the Age of Legends. A More Detailed History of the Aes Sedai Tamrylin established the Academy; and organized the Aes Sedai in the 1834 th year of Discovery. The academy was built for the purpose of training men and women in the use of the True Source. The academy had a library so vast that it encompassed over five square miles. Within the library were books that contained all of the knowledge of the world. Among the books were the writings of some Aes Sedai who had the Talent to foretell. Even all of the knowledge of the Aes Sedai was in the books. All people were welcomed into the various schools of the power, which they called Ajah and were tested for the ability. Those who were unable to hold the power were not turned away, rather would stay and serve the Aes Sedai. These people were called "aiel" (or dedicated) for their willingness to remain after discovering that they had no ability. Others would refuse to stay and began to rally all that would listen against the Aes Sedai. This resulted in the persecution of the Aes Sedai and the daishain aiel and the eventual driving of the Aes Sedai (who still refused to use the Power to fight) into the western lands. After sixty years, the persecution of the Aes Sedai and their followers faded, though it never completely died. By the 1940s, the Aes Sedai had a following in most parts of the world and continued to grow. The eruption of two global wars sped the progress of technology and some of the Aes Sedai were persuaded to fight; though they still refused to use the Power in combat, except for healing. Those who decided to fight were not accepted as Aes Sedai once they took up arms and started calling themselves Gaidin. By the end of the 1970s, persecutions of the Aes Sedai and Daishain Aiel became so great that the Gaidin were joined by several Daishain Aiel as well. By AoD2000, the persecution became extremely violent and

Aes Sedai and Aiel were being killed openly without prosecution under law for the offenders. In 2005, The Gaidin who were able to channel decided that it was better for the Aes Sedai if they sacrificed their hope of salvation by channeling as a weapon. Those who did called themselves Asha man. Both the Asha man and Gaidin believed that they had sacrificed their salvation for the sake of their friends and families. This willingness to sacrifice everything for those they loved earned them a place of respect; if not acceptance among the followers of the Way of the Leaf. In the 2008 th year the combat devolved into a battle between the Asha man and Gaidin against the rest of the world. It was during this year that Ma purvane Valere was created by an unnamed group of Aes Sedai. It was intended to seal the strength of those who fought under the Dragon Banner to the banner itself. The banner had been wrought by the Power and was indestructible. The unforeseen consequence of the sounding is that it sealed the souls of those who fought under the banner to the Banner and to the Horn. Those men and women would be forever sealed to the pattern and would be spun out repeatedly, never gaining a rest from their fight against evil. In addition to this, they would be held at the call of the Horn. Whenever the Horn of Valere is sounded, they ride again, but only under the Dragon Banner. THE SENTINELS (By: Blaine Britt) Symbol: A golden sunburst on a white field History: In the year 1862 a man named Lorthain Manletar pushed Congress to form a special branch of the law enforcement to deal with the growing channeler threat. Lorthain was a member of the Federal Law Enforcement Agency (FLEA) but upon formation of the Sentinels he left that group to become head of the newly created Sentinels. He believed that the channelers gained their power from some evil source. He believed that the Creator would give him and those who followed him the power to defeat this evil. The group quickly gained in power, both military and political. There are few that will question the Sentinels for fear that they will be put to the question. At the time that the Aes Sedai fled to the west the Sentinels were at the height of their power. It was their persecution that helped force the Aes Sedai to leave mainstream society. It is their persecution that forces most channelers to seek refuge with the Aes Sedai today. Ironically, they are one of the main reasons that the Aes Sedai and Asha man have growing numbers in their ranks. Policies: The Sentinel methodology is simple and brutal. They have no mercy on any channeler and have been given authority of Judge, Jury, and Executioner when it pertains to any channeler. A Sentinel will generally refer to any channeler simply as a Witch. Many times they will turn an entire town on a channeler to bring him to justice. They are known for inciting riots. The Sentinels employ a plethora of spies that are always watching out for potential channeler activity. These spies are normal people and could be anyone. As soon as they suspect a channeler they will contact the Sentinel that recruited them. They believe that any means can be used to kill a channeler. The end always justifies the means. Geography: The Sentinel headquarters is found in the nation s capitol. The headquarters has been given the name The Stronghold of Light. The Sentinels control most of the lands in the eastern portion of the continent. It is in this area that their power is strongest. Farther west the Aes Sedai and Asha man have more influence and most Sentinels try to avoid the area as many Asha man will attack them on spot. The most brave or foolhardy of the Sentinels will go into the west and try to incite a large enough riot to oust channeler influence. This can lead to substantial skirmishes with the Sentinel s impromptu army fighting against Asha man and Gaidin. Organization: The Lord Commander of the Sentinels is at the head. The first Lord Commander was Lorthain Manletar. Under the Lord Commander s command, there are 13 Commanders. Each commander has 13 Generals under their command. These

Generals are located in various Precincts spread over the continent. The Generals are responsible for controlling channeler activity in their area. They command any number of Captains in their Precinct as well as any Sentinel that is traveling in pursuit of channelers. The Captains are responsible for any number of Sentinels in the Precinct. Blankhouse (By Steve Russel) Exterior Description: This multistoried structure is connected to a large arena and parking garage all appear to be made of pure white marble that always remains unstained. Hanging from the front of the building over a sliding oriental-stylepaper-screen door is a blank white rectangular sign Interior Description: This appears to be a bar, restaurant and high-priced hotel that caters specifically to world travelers. The interior of the building appears to be master-craftsmanship and power-wrought, exquisitely crafted white marble, covered by silken pillows and padding dominant. Here and there are simple decorative paper screens that seem to change images when one is not looking directly at them. The ceiling and doorways are of the same height of 15 feet throughout the bar and restaurant. The sliding screens open either direction and are all made of a fine vellum with marble slides. No door in the complex is locked. The Place: The bar's main room constantly holds at least one or two travelers. Fights here are not unknown they are not as common as one would believe, the custom/rule of the bar is that the winner pays for all damages plus expenses or they will be made to disappear by Alien der sin. Services: Rooms: 2mk per day (or 1 Mk if you belong to a recognized trade organization or corporation). Entertainment is of a fine Quality, The permanent entertainment is known as Sa'mael who plays a vast grand piano on which he brings forth archaic and long forgotten melodies from the days of yore. No one knows how or what Sa'mael is paid by Alien der sin, yet it is known he turned down a vast number of offers. The Arena of the Bloody Mat; so called because its ordinal color was white along with the rest of the building but after a few contests its color was drastically changed. Disagreements between patrons are as common as the sun rising. The proprietor has taken quick advantage of possibility for profit rather than worry about the damage to the Blankhouse. Not caring for the expense, including a huge loan at the time, he had the arena constructed and a number of warding ter'angreal and standing weaves set upon the grounds to keep all contests with in it. Disputes that Acura within the bar are often settled within the Arena of the Bloody Mat so much that the "Settle this on the Mat" have become more than just custom within the Blankhouse. "Bloody Rules ": Bloody Contests or simply Bloody Matches are mostly done to settle some kind of dispute between two patrons. Should a person have a dispute with another person, they may not ask a companion to do the contest. In matters of law, Bloody rules follow rules for sporting contests, with the exception that they can be prosecuted if deliberate malice is proven. A contest follows certain sporting rules. It is necessary that the contestants have agreed on the contest; otherwise it is a simple case of assault. It is considered rank cowardice to refuse a challenge and always results in a mass assault outside the Blankhouse. It is not necessary that there be a reason for the contest. Besides the contestants, only a restorer need be agreed upon to proceed. The procedure for the contest itself depends on the contest agreed upon. The Blankhouse allows no contests to the death. Weaveduel, Duel with Pistols, Duel with Weapon of choice, Open Duel, Gladitorial Company Duel, Races, The McGuffin Mission, Open Melee, The Great Debate, and a Duel of Taunts. Products: Drink: The inn serves as a tavern besides simply serving as a inn it serves a good and a large number of homebrew blends. All

drinks are served by the pitcher 2 SP (or 1 SP if you belong to a recognized trade organization or corporation). Legends & Lore: Stories about the blank houses abound, ranging with why it is tolerated by the Sentinels, Why even Aes Sedai, Gaidin and Asha'man find its sporting events of the Bloody Mat entertaining, and who its powerful and enigmatic proprietor really is and used to be. According to rumors the reasons the Sentinels tolerate the Blankhouse as it a meeting place for its informants that the owner has something over the organization. That the Owner used to be a very influential Gaidin and that he is over 300 years old. Others say that he is a renegade Asha'man though his name change with every telling. Apparently Panther Company, a violent and arrogant group of Sentinels of no small reputation, disappeared to the man, including retired and temporary members of the company regardless of their involvement. This occurred shortly after a Single Member of Panther Company had caused the accidental death of a staff member when they started a shoot out in the Blankhouse. Non-Player Characters: Proprietor: Alien der sin, an enigmatic and dangerous man who is always found in the bar regardless of the time of day or hour of the night runs the blank house he can always be found in a white leisure suit wearing a white button down shirt with a white tie. His tie is always tacked with a simple pin crowned by a red or black jewel. In truth this man is controls and runs an international order of assassins known as The Unseen. His background voice and mannerisms all seam to be a man of charm and generosity. He is know to give gifts and bits of information without cost to all those who come to know him. However his gifts always seem to lead the beneficiary to some kind of strife or conflict that they would have rather avoided. ABILITY SCORES Ability scores are nothing new to gamers; however there are a few things that are important to note special to the Age of Discovery. Every character has seven basic Ability Scores instead of the usual six: Strength (STR) Dexterity (DEX) Constitution (CON) Intelligence (INT) Wisdom (WIS) Charisma (CHA) Power (POW) The Score of these Abilities ranges from 0 to infinity. A limit, if any, will be specified in the rules. The normal human range is 3 to 18. It is possible for a creature to have a score of "none". A score of "none" is not the same as a score of "0". A score of "none" means that the creature does not possess the ability at all. The modifier for a score of "none" is +0. A character with a CON of 0 is dead. A 0 in any other score means the character is helpless and cannot move. Keeping track of negative ability score points is never necessary. A character s ability score can t drop below 0. ABILITY MODIFIERS Each ability will have a modifier. The modifier can be calculated using this formula: (Ability/2) -5 [round result down] The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty. USE OF ABILITY SCORES Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.

Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks. Constitution: If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time. Any living creature has at least 1 point of Constitution. A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks. Intelligence: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks. Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa. Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Power: The score of the Power ability determines whether or not you can channel, and how much as follows: 1) If your POW score is 9 & less, the character cannot learn to channel. 2) At POW 10-11, the character can learn, but has so little ability as to be virtually useless (like Queen Morgase for example). 3) Between 12 and 15, the character can learn to channel, but must take the channeler base class, or a channeler Advance class to do so. 4) At 16 and up, the character was born with the spark. Characters at these levels may learn weaves without having to take a channeler class, however; they have the following limitations. *Non-channeler class characters must take a block as per Wilders. *Wilder characters may not gain access to channeling Feats or Talent trees unless they take levels in a channeling class. *Wilders may not take ranks in Weavesight. *Wilders receive no benefit from their POW score modifier to either weaves per day, or skill checks related to channeling. *All weaves are performed at -1 level and take a -4 untrained penalty for channeling related skill checks. *The character must meet the mindset to overcome the block as per WoT rules for Wilders. *Special: Male Wilders may take the Eliminate Block Feat before taking a channeling class, but all other restrictions remain. 5) If your POW score is 11 or less, you can not allocate attribute points to it as per level advancement. Alternate One Power Mechanics Power Affinities New stats: each channeling character gets 5 new stats: Air, Earth, Fire, Spirit and Water. For determining them, you get 25 points to allocate between them as per the standard point-buy rules of the d20 system. Alternately, you can roll for all your 6 normal stats and these 5 new stats, and allocate the rolls as sees you fit. Increasing the new stats: There are two ways of increasing the five new stats. The first is allocating normal Ability increase points you get every 4 levels into the stat. The other way is taking the Extra Affinity Feat, which increases your stat by 4. You can only take the Extra Affinity Feat once per stat. Channeling stats: Intelligence, Wisdom and Charisma don t play anymore a role in determining channeling abilities. A wilder or an initiate must now have weave s level +10 in each affinity the weave uses to be able to

cast it. They should still be of sufficient level to actually cast this level of weave (that is, a channeler with 19 in each of his 5 stats couldn t use level 9 weaves before he is channeler level 17). A channeler will get bonus weaves from the highest and the lowest of their Five Affinities stats. For example: A channeler with Affinities stats of 12, 12, 13, 14, 14 would receive bonus weaves per day based on their highest and lowest Affinity scores. You may increase your Affinities stats either by spending ability points by taking the Extra Affinity Feat, all these bonuses increase accordingly. You can learn a weave even if you don t meet the necessary Affinity stat requirement to actually cast it (like Sorilea knowing the Gateway weave). Angreal and Affinities Strength Channeling with an angreal is normal, except that you add the angreal rating to each of the Five Affinities stats. Overchanneling and the Affinities Overchanneling is same as described in the Wheel of Time Core rules, except that you also add the overchanneling benefit to each of the Affinities. Linking and Five Affinities Characters may link as per normal rules for linking, except that you must determine the total affinity stat of the circle by using the following formula for each of the five new stats: Power strength of leader + the affinity modifier of each member of the circle. For example: if 2 channelers link, and the leader has 15 in Fire and the other member has 12 in Fire, then the Fire stat of the circle is 15+1=16 (+1 being the modifier for a 12 in fire). For a circle to be able to cast a weave, it must have total affinity of weave level +10 in each of the Five elements that the weave requires. One Power strength This is the average of the 5 Affinity stats it is what a channeler senses (passively for female channelers, but only when embracing for men) in another channeler. Converting the Power Ability to Affinities Converting the Power ability into the Affinities is a simple matter of taking the POW times 5 then dividing the total among the five Affinities. The average of a Male s Air and Water scores must be lower than the average of the other three scores. The average of a Female s Earth and Fire scores must be lower than the average of the other 3 scores. CHANGING ABILITY SCORES Ability scores can increase with no limit. Poisons, diseases, and other effects can cause temporary ability damage. Ability points lost to damage return naturally typically at a rate of 1 point per day for each affected ability. As a character ages, some ability scores go up and others go down. When an ability score changes, the modifier associated with that score also changes.!"#"$# Talents Every basic class offers a selection of talents to choose from. A character gains a talent upon attaining each odd-numbered level in a class (including 1st level). Talents are considered to be extraordinary abilities. Some talents have prerequisites that must be met before a character can select them. THE STRONG HERO Ability: Strength Hit Die: 1d8 Action Points: Strong heroes gain a number of action points equal to 5 + onehalf their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills: The Strong hero s class skills (and the key ability for each skill) are: Climb (Str), Craft (structural) (Int), Handle Animal (Cha), Jump (Str), Knowledge (current events, popular culture, streetwise, tactics) (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Speak Language (none), and Swim (Str). Also, the starting occupation selected can provide additional class skills to choose from. Skill Points at 1st Level: (3 + Int modifier) x4. Skill Points at Each Additional Level: 3 + Int modifier

Starting Feats In addition to the two feats all characters get at 1st level, a Strong hero begins play with the Simple Weapons Proficiency feat. Class Features The following are class features of the Strong hero. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Strong hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Extreme Effort Talent Tree A Strong hero can push him or herself to make an extreme effort. The effort must relate either to a Strength check or a Strength-based skill check. You must decide to use this ability before making the check. Ignore Hardness Talent Tree The Strong hero has an innate talent for finding weaknesses in objects. This allows a Strong hero to ignore some of an object s hardness when making a melee attack to break it. Ignore Hardness: The Strong hero ignores 1 point of an object s hardness. Improved Ignore Hardness: The Strong hero ignores 1 additional point of an object s hardness (for a total of 2). Prerequisite: Ignore hardness. Advanced Ignore Hardness: The Strong hero ignores 1 additional point of an object s hardness (for a total of 3). Prerequisites: Ignore hardness, improved ignore hardness. Melee Smash Talent Tree The Strong hero has an innate talent that increases melee damage. Extreme Effort: The effort requires a fullround action and provides a +2 bonus on the check. Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total). Prerequisite: Extreme effort. Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total). Prerequisites: Extreme effort, improved extreme effort. Melee Smash: The Strong hero receives a +1 bonus on melee damage. Improved Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+2 total). Prerequisite: Melee smash. Advanced Melee Smash: The Strong hero receives an additional +1 bonus on melee damage (+3 total). Prerequisites: Melee smash, improved melee smash. Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Strong hero gains a bonus feat. This feat must be selected from the following list, and the Strong hero must meet any prerequisites Animal Affinity, Archaic Weapons Table: The Strong Hero Class Base Attack Fort Ref Will Defense Class Features Level Bonus Save Save Save Bonus 1 st +1 +1 +0 +0 Talent +1 +0 2 nd +2 +2 +0 +0 Bonus feat +2 +0 3 rd +3 +2 +1 +1 Talent +2 +0 4 th +4 +2 +1 +1 Bonus feat +3 +0 5 th +5 +3 +1 +1 Talent +3 +1 6 th +6/+1 +3 +2 +2 Bonus feat +3 +1 7 th +7/+2 +4 +2 +2 Talent +4 +1 8 th +8/+3 +4 +2 +2 Bonus feat +4 +1 9 th +9/+4 +4 +3 +3 Talent +5 +2 10 th +10/+5 +5 +3 +3 Bonus feat +5 +2 Reputation Bonus

Proficiency, Athletic, Blind-Fight, Brawl, Cleave, Combat Martial Arts, Combat Reflexes, Great Cleave, Improved Brawl, Improved Combat Martial Arts, Power Attack, Weapon Focus. be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. THE FAST HERO Ability: Dexterity Hit Die: 1d8 Action Points: Fast heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills: The Fast hero s class skills (and the key ability for each skill) are: Balance (Dex), Craft (mechanical) (Int), Drive (Dex), Escape Artist (Dex), Hide (Dex), Knowledge (current events, popular culture, streetwise) (Int), Move Silently (Dex), Pilot (Dex), Profession (Wis), Read/Write Language (none), Ride (Dex), Sleight of Hand (Dex), Speak Language (none), and Tumble (Dex). Also, the starting occupation the character selects can provide additional class skills to choose from. Skill Points at 1st Level: (5 + Int modifier) x4. Skill Points at Each Additional Level: 5 + Int modifier Starting Feats In addition to the two feats all characters get at 1st level, a Fast hero begins play with the Simple Weapons Proficiency feat. Class Features All of the following are class features of the Fast hero. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Fast hero selects a talent from the following talent trees. Some trees have a set order that must Table: The Fast Hero Base Attack Fort Ref Class Level Bonus Save Save Defensive Talent Tree The Fast hero gains the ability to improve his or her innate defensive talents as the hero attains new levels. Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor. Uncanny Dodge 1: The Fast hero retains his or her Dexterity bonus to Defense regardless of being caught flat-footed or struck by a hidden attacker. (The hero still loses his or her Dexterity bonus to Defense if the hero is immobilized.) Prerequisite: Evasion. Uncanny Dodge 2: The Fast hero can no longer be flanked; the hero can react to opponents on opposite sides of him or herself as easily as he or she can react to a single attacker. Prerequisites: Evasion, uncanny dodge 1. Defensive Roll: The Fast hero can roll with a potentially lethal attack to take less damage from it. When the Fast hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack), the Fast hero can attempt to roll with the damage. A Fast hero spends 1 action point to use this talent. Once the point is spent, the hero makes a Reflex saving throw (DC = damage dealt). Will Defense Class Features Save Bonus 1 st +0 +0 +1 +0 Talent +3 +0 2 nd +1 +0 +2 +0 Bonus feat +4 +0 3 rd +2 +1 +2 +1 Talent +4 +1 4 th +3 +1 +2 +1 Bonus feat +5 +1 5 th +3 +1 +3 +1 Talent +5 +1 6 th +4 +2 +3 +2 Bonus feat +6 +2 7 th +5 +2 +4 +2 Talent +6 +2 8 th +6/+1 +2 +4 +2 Bonus feat +7 +2 9 th +6/+1 +3 +4 +3 Talent +7 +3 10 th +7/+2 +3 +5 +3 Bonus feat +8 +3 Reputation Bonus

If the save succeeds, he or she takes only half damage. The Fast hero must be able to react to the attack to execute a defensive roll if the hero is immobilized, he or she can t use this talent. Since this effect would not normally allow a character to make a Reflex save for half damage, the Fast hero s evasion talent doesn t apply to the defensive roll. Prerequisites: Evasion, uncanny dodge 1. Opportunist: The Fast hero can spend 1 action point to use this talent. Once the point is spent, the hero can make an attack of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as the Fast hero s attack of opportunity for that round. Even a Fast hero with the Combat Reflexes feat can t use this talent more than once per round. Prerequisite: Evasion. Increased Speed Talent Tree The Fast hero can increase his or her natural base speed. Increased Speed: The Fast hero s base speed increases by 5 feet. Improved Increased Speed: The Fast hero s base speed increases by 5 feet. This talent stacks with increased speed (10 feet total). Prerequisite: Increased speed. Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Fast hero gains a bonus feat. This feat must be selected from the following list, and the Fast hero must meet any prerequisites. Acrobatic, Combat Expertise, Combat Throw, Defensive Martial Arts, Double Tap, Elusive Target, Focused, Improved Disarm, Mobility, Personal Firearms Proficiency, Point Blank Shot, Stealthy, Weapon Finesse. THE TOUGH HERO Ability: Constitution Hit Die: 1d10 Action Points: Tough heroes gain a number of action points equal to 5 + onehalf their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills The Tough hero s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft (mechanical, structural) (Int), Drive (Dex), Intimidate (Cha), Knowledge (current events, popular culture, streetwise) (Int), Profession (Wis), Read/Write Language (none), Ride (Dex), Speak Language (none), Spot (Wis), and Survival (Wis). Also, the starting occupation the character selects can provide additional class skills to choose from. Advanced Increased Speed: The Fast hero s base speed increases by 5 feet. This talent stacks with increased speed and improved increased speed (15 feet total). Prerequisites: Increased speed, improved increased speed. Skill Points at 1st Level: (3 + Int modifier) x4. Skill Points at Each Additional Level: 3 + Int modifier. Starting Feats In addition to the two feats all characters get at 1st level, a Tough hero begins play with the Simple Weapons Proficiency feat. Table: The Tough Hero Class Base Attack Fort Ref Will Defense Reputation Class Features Level Bonus Save Save Save Bonus Bonus 1 st +0 +1 +0 +0 Talent +1 +0 2 nd +1 +2 +0 +0 Bonus feat +2 +0 3 rd +2 +2 +1 +1 Talent +2 +1 4 th +3 +2 +1 +1 Bonus feat +3 +1 5 th +3 +3 +1 +1 Talent +3 +1 6 th +4 +3 +2 +2 Bonus feat +3 +2 7 th +5 +4 +2 +2 Talent +4 +2 8 th +6/+1 +4 +2 +2 Bonus feat +4 +2 9 th +6/+1 +4 +3 +3 Talent +5 +3 10 th +7/+2 +5 +3 +3 Bonus feat +5 +3

Class Features All of the following are class features of the Tough hero. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Tough hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Damage Reduction Talent Tree The Tough hero has an innate talent to ignore a set amount of damage from most weapons, but not from energy or special attack forms (which may or may not exist, depending on the campaign). Before the hero can select a talent from this tree the hero must have previously selected at least one talent from the Energy Resistance or Unbreakable Talent Tree. Damage Reduction 1/ : The Tough hero ignores 1 point of damage from melee and ranged weapons. Prerequisite: One other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree. Damage Reduction 2/ : The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 2/ total). Prerequisites: Damage reduction 1/, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree. Damage Reduction 3/ : The Tough hero ignores an additional 1 point of damage from melee and ranged weapons (DR 3/ total). Prerequisites: Damage reduction 1/, damage reduction 2/, one other talent from either the Energy Resistance Talent Tree or the Unbreakable Talent Tree. Energy Resistance Talent Tree The Tough hero is particularly resistant to certain kinds of deadly energy effects. These talents can be selected in any order. Acid Resistance: The Tough hero ignores an amount of acid damage equal to his or her Constitution modifier. Cold Resistance: The Tough hero ignores an amount of cold damage equal to his or her Constitution modifier. Electricity Resistance: The Tough hero ignores an amount of electricity damage equal to his or her Constitution modifier. Fire Resistance: The Tough hero ignores an amount of fire damage equal to his or her Constitution modifier. Sonic/Concussion Resistance: The Tough hero ignores an amount of sonic or concussion damage equal to his or her Constitution modifier. Unbreakable Talent Tree The Tough hero is particularly resilient thanks to the following talents. Remain Conscious: The Tough hero gains the ability to continue to perform actions when he or she would otherwise be considered unconscious and dying. When the Tough hero s hit points reach 1, the hero can perform as though he or she were disabled, making either an attack action or a move action every round until the hero reaches 10 hit points (and dies) or the hero s hit points return to 1 or higher. The hero can choose to succumb to unconsciousness if he or she thinks that doing so might prevent him or her from taking more damage. Robust: The Tough hero becomes especially robust, gaining a number of hit points equal to his or her Tough level as soon as he or she selects this talent. Thereafter, the hero gains +1 hit point with each level of Tough he or she gains. Second Wind: The Tough hero can spend 1 action point to gain a second wind. When the hero does this, he or she recovers a number of hit points equal to his or her Constitution modifier. This talent does not increase the Tough hero s hit points beyond the character s full normal total. Stamina: The Tough hero recovers twice as fast as normal. So, the hero recovers 2 hit points per character level per evening of rest, 2 points of temporary ability damage per evening of rest, and awakens in half the normal time after being knocked unconscious. Prerequisite: Robust. Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Tough hero gains a bonus feat. This feat must be selected from the following list, and the Tough hero must meet any prerequisites.

Alertness, Athletic, Brawl, Confident, Endurance, Great Fortitude, Improved Brawl, Improved Bull Rush, Improved Feint, Knockout Punch, Power Attack, Streetfighting, Toughness, Vehicle Expert. THE SMART HERO Ability: Intelligence Hit Die: 1d6 Action Points: Smart heroes gain a number of action points equal to 5 + one-half their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills: The Smart hero s class skills (and the key ability for each skill) are: Computer Use (Int), Craft (chemical, electronic, mechanical, pharmaceutical, structural, visual art, writing) (Int), Decipher Script (Int), Demolitions (Int), Disable Device (Int), Forgery (Int), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Navigate (Int), Profession (Wis), Read/Write Language (none), Repair (Int), Research (Int), Search (Int), and Speak Language (none). Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points at 1st Level: (9 + Int modifier) x4. Skill Points at Each Additional Level: 9 + Int modifier. Starting Feats In addition to the two feats all characters get at 1st level, a Smart hero begins play with the Simple Weapons Proficiency feat. Class Features All of the following are class features of the Smart hero. Table: The Smart Hero Class Base Attack Fort Ref Level Bonus Save Save Talents At 1st, 3rd, 5th, 7th, and 9th level, the Smart hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Research Talent Tree The Smart hero has a natural aptitude for study and fact-finding. These talents can be selected in any order. Savant: Select one of the skills listed in the following paragraph. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill. A Smart hero can take this talent multiple times; each time it applies to a different skill. Computer Use, Craft (any single skill), Decipher Script, Demolitions, Disable Device, Forgery, Investigate, Knowledge (any single skill), Navigate, Repair, Research, Search. Linguist: With this talent, the Smart hero becomes a master linguist. Whenever the hero encounters a new language, either spoken or written, he or she can make an Intelligence check to determine if he or she can understand it. The check is made with a bonus equal to the hero s Smart level + the hero s Intelligence modifier. For a written language, the bonus applies to a Decipher Script check instead. The DC for the check depends on the situation: DC 15 if the language is in the same group as a language the hero has as a Read/Write Language or Speak Language skill; DC 20 if the language is unrelated to any other languages the hero knows; and DC 25 if the language is ancient or unique. Will Defense Class Features Save Bonus 1st +0 +0 +0 +1 Talent +0 +1 2nd +1 +0 +0 +2 Bonus feat +1 +1 3rd +1 +1 +1 +2 Talent +1 +1 4th +2 +1 +1 +2 Bonus feat +1 +2 5th +2 +1 +1 +3 Talent +2 +2 6th +3 +2 +2 +3 Bonus feat +2 +2 7th +3 +2 +2 +4 Talent +2 +3 8th +4 +2 +2 +4 Bonus feat +3 +3 9th +4 +3 +3 +4 Talent +3 +3 10th +5 +3 +3 +5 Bonus feat +3 +4 Reputation Bonus

With this special ability, a Smart hero can glean enough meaning from a conversation or document to ascertain the basic message, but this ability in no way simulates actually being able to converse or fluently read and write in a given language. Prerequisite: At least 1 rank in either Read/Write Language or Speak Language for each of three different languages. Strategy Talent Tree The Smart hero has the brainpower to see solutions in most situations. These talents can be selected in any order, but before the hero can select a talent from this tree he or she must have previously selected at least one talent from the Research Talent Tree. Exploit Weakness: After 1 round of combat, the Smart hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. The Smart hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his or her Smart level. If the check succeeds, for the rest of the combat the Smart hero uses his or her Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent s fighting style. Prerequisite: One talent from the Research Talent Tree. Plan: Prior to a dramatic situation, either combat- or skill-related, the Smart hero can develop a plan of action to handle the situation. Using this talent requires preparation; a Smart hero can t use this talent when surprised or otherwise unprepared for a particular situation. The Smart hero makes an Intelligence check (DC 10) with a bonus equal to his or her Smart level. The result of the check provides the Smart hero and allies with a circumstance bonus. A Smart hero can t take 10 or 20 when making this check. Check Result Bonus 9 or lower +0 (check failed) 10 14 +1 15 24 +2 25 or higher +3 This bonus can be applied to all skill checks and attack rolls made by the Smart hero and his or her allies, but the bonus only lasts for the first 3 rounds. After that time, reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans. Prerequisite: One talent from the Research Talent Tree. Trick: The Smart hero has the ability to temporarily confuse a target (a GM character) through the use of ploy and deception. The target must have an Intelligence score of 3 or higher to be susceptible to a trick, must be within 30 feet of the hero, and must be able to hear and understand the hero. To play a trick on a target, the hero must use a full-round action and make an Intelligence check (DC 15), adding his or her Smart level as a bonus. If the Intelligence check succeeds, the target can try to think quickly and ignore the trick. The target resists the trick by making a Reflex saving throw (DC 10 + Smart hero s class level + Smart hero s Int bonus). If the saving throw fails, the target becomes dazed (unable to act, but can defend normally) for 1 round. A trick can only be played on a particular target once per encounter. After the first trick in an encounter, whether the attempt succeeds or not, that target becomes wary and immune to such ploys. Prerequisite: One talent from the Research Talent Tree. Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Smart hero gains a bonus feat. This feat must be selected from the following list, and the Smart hero must meet any prerequisites. Builder, Cautious, Combat Expertise, Educated, Gearhead, Improved Disarm, Improved Trip, Iron Will, Lightning Reflexes, Meticulous, Studious, Vehicle Expert, Weapon Focus. THE DEDICATED HERO Ability: Wisdom Hit Die: 1d6 Action Points: Dedicated heroes gain a number of action points equal to 5 + onehalf their character level, rounded down, at 1st level and every time they attain a new level in this class. Class Skills: The Dedicated hero s class skills (and the key ability for each skill) are:

Craft (pharmaceutical, visual art, writing) (Int), Gamble (Wis), Investigate (Int), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, earth and life sciences, history, physical sciences, popular culture, streetwise, tactics, technology, theology and philosophy) (Int), Listen (Wis), Profession (Wis), Read/Write Language (none), Sense Motive (Wis), Speak Language (none), Spot (Wis), Survival (Wis), and Treat Injury (Wis). The starting occupation the hero selects can provide additional class skills to choose from Skill Points at 1st Level: (5 + Int modifier) x4. Skill Points at Each Additional Level: 5 + Int objectively explicit manner. This innate talent provides a bonus on checks involving interaction skills (Bluff, Diplomacy, Handle Animal, Intimidate, Perform, and Sense Motive), provided the hero spends at least 1 minute observing his or her target prior to making the skill check. The bonus is equal to the hero s Dedicated level. Improved Aid Another: The Dedicated hero s bonus on attempts to aid another increases by +1 on a successful aid another check. This talent can be selected multiple times, each time increasing the bonus by +1. Prerequisite: Empathy. Starting Feats In addition to the two feats all characters get at 1st level, a Dedicated hero begins play with the Simple Weapons Proficiency feat. Class Features The following are class features of the Dedicated hero. Talents At 1st, 3rd, 5th, 7th, and 9th level, the Dedicated hero selects a talent from the following talent trees. Some trees have a set order that must be followed, while others provide a list to choose from. As long as the hero qualifies, he or she can select freely from any and all talent trees. No talent can be selected more than once unless expressly indicated. Empathic Talent Tree The Dedicated hero s innate talents give him or her a great capacity for empathy. Empathy: The Dedicated hero has a knack for being sensitive to the feelings and thoughts of others without having those feelings and thoughts communicated in any Table: The Dedicated Hero Class Base Attack Fort Ref Level Bonus Save Save Intuition: The Dedicated hero has an innate ability to sense trouble in the air. The Dedicated hero can make a Will saving throw (DC 15). On a successful save, the hero gets a hunch that everything is all right, or the hero gets a bad feeling about a specific situation, based on the GM s best guess relating to the circumstances. This talent is usable a number of times per day equal to the character s Dedicated level. Prerequisite: Empathy. Healing Talent Tree The Dedicated hero has a talent for healing. Healing Knack: The hero has a knack for the healing arts. The hero receives a +2 bonus on all Treat Injury skill checks. Healing Touch 1: The Dedicated hero s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points. Prerequisite: Healing knack. Healing Touch 2: The Dedicated hero s ability to restore damage with a medical kit or perform surgery with a surgery kit increases by +2 hit points, which stacks with healing touch 1 for a total of +4 hit points. Will Defense Class Features Save Bonus 1st +0 +1 +0 +1 Talent +1 +1 2nd +1 +2 +0 +2 Bonus feat +2 +1 3rd +2 +2 +1 +2 Talent +2 +1 4th +3 +2 +1 +2 Bonus feat +3 +2 5th +3 +3 +1 +3 Talent +3 +2 6th +4 +3 +2 +3 Bonus feat +3 +2 7th +5 +4 +2 +4 Talent +4 +3 8th +6/+1 +4 +2 +4 Bonus feat +4 +3 9th +6/+1 +4 +3 +4 Talent +5 +3 10th +7/+2 +5 +3 +5 Bonus feat +5 +4 Reputation Bonus

Prerequisites: Healing knack, healing touch 1. Insightful Talent Tree The Dedicated hero s innate insightfulness serves her well. Skill Emphasis: The Dedicated hero chooses a single skill and receives a +3 bonus on all checks with that skill. This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill. Aware: The Dedicated hero is intuitively aware of his or her surroundings. The hero adds his or her base Will saving throw bonus to Listen or Spot checks to avoid surprise. Prerequisite: Skill emphasis. Bonus Feats At 2nd, 4th, 6th, 8th, and 10th level, the Dedicated hero gains a bonus feat. This feat must be from this list, and the Dedicated hero must meet any prerequisites. Advanced Firearms Proficiency, Alertness, Archaic Weapons Proficiency, Attentive, Blind-Fight, Deceptive, Educated, Far Shot, Iron Will, Medical Expert, Meticulous, Surgery, Track, Weapon Focus. THE CHARISMATIC HERO Ability: Charisma Hit Die: 1d6 Action Points: Charismatic heroes gain a number of action points equal to 5 + onehalf their character level, rounded down, at 1st level and every time they attain a new level in this class. Faith: The Dedicated hero has a great deal of faith. It might be faith in self, in a higher power, or in both. This unswerving belief allows the Dedicated hero to add his or her Wisdom modifier to the die roll whenever the hero spends 1 action point to improve the result of an attack roll, skill check, saving throw, or ability check. Prerequisite: Skill emphasis. Cool Under Pressure: The Dedicated hero selects a number of skills equal to 3 + the hero s Wisdom modifier. When making a check with one of these skills, the Dedicated hero can take 10 even when distracted or under duress. Prerequisite: Skill emphasis plus either faith or aware. Class Skills: The Charismatic hero s class skills (and the key ability for each skill) are: Bluff (Cha), Craft (visual art, writing) (Int), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcane lore, art, behavioral sciences, business, civics, current events, popular culture, streetwise, theology and philosophy) (Int), Perform (act, dance, keyboards, percussion instruments, sing, stand-up, stringed instruments, wind instruments) (Cha), Profession (Wis), Read/Write Language (none), and Speak Language (none). Also, the starting occupation the hero selects can provide additional class skills to choose from. Skill Points at 1st Level: (7 + Int modifier) x4. Skill Points at Each Additional Level: 7 + Int modifier. Table: The Charismatic Hero Class Base Attack Fort Ref Save Will Save Class Features Defense Level Bonus Save Bonus 1st 0 1 1 0 Talent 0 2 2nd 1 2 2 0 Bonus feat 1 2 3rd 1 2 2 1 Talent 1 2 4th 2 2 2 1 Bonus feat 1 3 5th 2 3 3 1 Talent 2 3 6th 3 3 3 2 Bonus feat 2 3 7th 3 4 4 2 Talent 2 4 8th 4 4 4 2 Bonus feat 3 4 9th 4 4 4 3 Talent 3 4 10th 5 5 5 3 Bonus feat 3 5 Reputation Bonus